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Comparing ray/doc/man/man1/obj2mesh.1 (file contents):
Revision 1.8 by greg, Fri Apr 23 00:56:27 2004 UTC vs.
Revision 1.12 by greg, Fri Jan 24 01:26:44 2014 UTC

# Line 61 | Line 61 | The
61   .I \-n
62   option specifies the maximum surface set size for
63   each voxel.
64 < Larger numbers result in quicker mesh generation needing
65 < less memory, but potentially slower rendering.
66 < Smaller values may produce faster renderings,
67 < since the default number (15) is on the high side to reduce
68 < the compiled mesh octree size.
64 > Larger numbers result in quicker mesh generation,
65 > but potentially slower rendering.
66   Values below 6 are not recommended, since this is the median
67   valence for a mesh vertex (the number of adjacent faces),
68   and smaller values will result in pointless octree subdivision.
69 + The default setting is 9.
70   .PP
71   The
72   .I \-r
# Line 138 | Line 136 | where the first vertex position (
136   statement) is numbered 1, and likewise
137   for the first texture coordinate and the first surface normal.
138   Negative indices count backward from the current position in
139 < the input, where -1 is the last vertex encountered, -2
139 > the input, where \-1 is the last vertex encountered, \-2
140   is the one before that, etc.
141   An index of 0 may be used for the vertex texture or normal to
142   indicate none, or these may be left off entirely.
143   All faces will be broken into triangles in the final mesh.
146 .I Obj2mesh
147 currently makes an unsafe assumption that faces are convex,
148 which may result in odd results if they are not.
144   .PP
145   All other statement types will be ignored on the input.
146   Statements understood by
# Line 186 | Line 181 | little hope of compiling this mesh.
181   To create a compiled triangle mesh from the scene file mesh.obj
182   using materials from the file mesh.mat:
183   .IP "" .2i
184 < obj2mesh -a mesh.mat mesh.obj mesh.rtm
184 > obj2mesh \-a mesh.mat mesh.obj mesh.rtm
185   .PP
186   To use local coordinates to place a square tiled image on a mesh object:
187   .sp
188   .nf
189   void colorpict tiled_pat
190 < 7 red green blue mytile.pic . frac(Lu) frac(Lv)
190 > 7 red green blue mytile.hdr . frac(Lu) frac(Lv)
191   0
192   0
193  

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